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GetWaterLevel Type: Stats Returns: Current water level. Example: getWaterLevel Scripts: torch_lever
- Takes the current water level and adds
incrementto it. This function is different from SetWaterLevel in the same way that Move is different from SetPos; the water level is moved a certain distance on each calculation rather than being set once.
- Warning: ModWaterLevel seems to be calculated faster than Move, so your increment value should be rather small.
ModWaterLevel increment Type: Stats Returns: none Example: ModWaterLevel 0.1 Scripts:
SetWaterLevel height Where: Height = new height. Type: Stats Returns: none Example: setWaterLevel 105.6 Scripts: torch_lever
- Functions added in Tribunal. Not available in base Morrowind installation.
- SetWaterLevel only works in interior cells that do not look like exterior cells.
- In exterior cells, setWaterLevel has no effect.
- In interior cells set to act as exterior cells, SetWaterLevel causes some objects to move for one frame and npcs to float?
- Wild idea: perhaps with proper timing you could simulate an earthquake using SetWaterLevel in an interior cell.
- Given limitations, there doesn't seem to be any really good way to do tides.
- Perhaps you could use a normal interior cell, and simulate the sky?
- But that's a lot of work, and you'd have to surrender weather.
- Perhaps you could use a large water mesh which you raised and lowered.
- But that wouldn't act like water. No rain ripples, no swimming, etc.